So I’ve been playing Breath of the Wild (again - what? I like that game), and I got to the part where you get the Master Sword.
I’ll put what happens in spoilers in case people haven’t played the game or otherwise don’t know this part of the plot already: One hundred years before the start of the game, when Calamity Ganon destroys Hyrule, a badly beaten up Princess Zelda returns a completely ruined Master Sword to its pedestal at the base of the Great Deku Tree. It glows an ethereal light as she does so. One hundred years later, Link pulls a mysteriously pristine Master Sword out of that same pedestal. This is an unspoken hint about the holy powers the Master Sword possesses, that it’s able to repair itself to brand new condition from having been just short of broken in half. In another cutscene found elsewhere in the game, Link is shown holding off an enormous onslaught of Guardians that Ganon has taken over, with nothing but the Master Sword and the shirt on his back. When you go to the spot where his big dramatic last stand happened in-game, you see a PILE of dead Guardians littering the field, which is another hint about the Master Sword’s powers, as it becomes exponentially stronger when facing down elements of the Calamity.
These two details would have made for incredible visual storytelling, and could have added a whole layer of mystique as to why it’s so crucial for Link to go and get the sword… but Nintendo, being Nintendo, just could not stand the idea of not handholding the player for two seconds, and I immediately get told exactly how the damn thing works, like I’d be too stupid to infer the details for myself otherwise.
To come to my point: I can’t stand when stories feel like they have to explain every little thing to me. Not every mystery needs to be solved, sometimes it’s fine to let the reader have just enough details to be curious, and then leave the answer vague on purpose. I love me some worldbuilding, don’t get me wrong, and I’ve gone on record here before as being one of the weirdos who liked how the first two Bravely Default games (which are Bravely Default and Bravely Second, NOT Bravely Default 2, that game is in fact THIRD in the series - I don’t know why they did that either) would go into exhaustive detail about how weapons and armor and potions and such were made and used, but that’s a separate thing. That’s fleshing out the world, not spoonfeeding me answers to questions that I didn’t need or want answered.
You know how, in the original Star Wars movies, the Force was largely unexplained and people chalked it up to space magic, and then the prequel trilogy happened and said “actually, it’s midichlorians” and people felt like that cheapened the whole concept? Yeah, it’s like that. In fact, this Screenrant article puts it rather succinctly:
“[…] It could be said that Midi-chlorians were a plot device that tried providing an explanation for a mystery that was better left untold. For many fans, The Force worked better when it was left up to the audience to interpret for themselves.”
I’ve largely been discussing visual media here, but this applies to written stories as well - when an author feels the need to pump the breaks on the plot and tell me a bunch of shit I didn’t ask about and don’t care to know if it doesn’t add anything worthwhile to the story, that’s annoying. The second Wayhaven story does this at one point, where Unit Bravo suddenly start discussing supernatural power levels for no good reason, and every single time I’ve gotten to that part of the story, I’ve skipped straight to the bottom of the page without reading it because it’s utterly meaningless in the grand scheme of things. Especially since the story doesn’t even follow the rules it’s establishing in-canon - supposedly, Unit Bravo are on the Bullshit Strong end of the spectrum… except for when they’re not, which usually happens conveniently during big, dramatic fights where the Detective suddenly comes out with a wild sucker punch that nobody, not even the Detective, saw coming. The same Detective, who, in the aforementioned power level discussion, sits somewhere around Crap and Utter Crap.
Just… stop it. There’s no need for every stone to be turned, let some mysteries be mysterious. Especially if you’re just going to turn around and pretend you never turned that stone in the first place, what’s the point, then?